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Billiska
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Post subject: Re: Complex cards and complex cases. Posted: Mon Jul 20, 2009 12:25 am |
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Joined: Sun Jun 07, 2009 10:35 pm Posts: 51
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@Altrean
I think what it should be for Bone Fortress is that BF always get to heal first because otherwise it is quite too weak.
And I just curious about how you program the checking if figures will die. I guess you must check it at the beginning of each round(evidence = emerald spring). and you seems to always check some special case first?(evidence = putrid zombie).
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Altren
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Post subject: Re: Complex cards and complex cases. Posted: Mon Jul 20, 2009 1:03 am |
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Lead Developer |
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Joined: Mon Mar 31, 2008 9:55 pm Posts: 716 Location: Moscow, Russia
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Billiska wrote: I guess you must check it at the beginning of each round(evidence = emerald spring). We check it after end of round actions. Billiska wrote: and you seems to always check some special case first?(evidence = putrid zombie). We recheck death if any perm died. Billiska wrote: I think what it should be for Bone Fortress is that BF always get to heal first because otherwise it is quite too weak. Here's example for you: two Bone Fortress with 0 and Awaken the Stones in play - what to do in such case according to your rule?
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Billiska
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Post subject: Re: Complex cards and complex cases. Posted: Mon Jul 20, 2009 2:37 am |
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Joined: Sun Jun 07, 2009 10:35 pm Posts: 51
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ugh ... I like that example. I think that case need more players' opinion. I'll try to give some choices first: 1) If I follow what I suggested last post - checking creatures' death for first iteration then buildings' death for second iteration with each iteration goes in order of creation - the result should be that the awakened BF which was created later survives. -> In my opinion that isn't fair. 2) So if I have to change what I suggested last post, another solution comes which might as well oppose the concept that "events in the same round happen simultaneously". The other solution is: to have a list of dying figures for each round ordered by the time when figures' HP reach <= 0 then process the death check by this list. This will also encourage the strategy to attack first. In addition, if figures like the 2 awakened BFs die from the same event, just let them both die.
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Zurken
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Post subject: Re: Complex cards and complex cases. Posted: Mon Jul 20, 2009 7:46 am |
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Joined: Fri Mar 27, 2009 8:01 pm Posts: 526
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I like what Billiska says. First to be on 0 lifes, first to be checked and everything according to it's death counted.. Supports thinking
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Altren
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Post subject: Re: Complex cards and complex cases. Posted: Mon Jul 20, 2009 3:04 pm |
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Lead Developer |
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Joined: Mon Mar 31, 2008 9:55 pm Posts: 716 Location: Moscow, Russia
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Well, all this looks good at first look, but it breaks similarity of events: why some events should happen in one order and other events in another order. This order matters not only in after end of round events that we discussing right now. Here's another weird example: Two Emerald Springs in water, with Awaken the Stones in play.
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kash
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Post subject: Re: Complex cards and complex cases. Posted: Mon Jul 20, 2009 6:50 pm |
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Joined: Thu May 28, 2009 12:08 am Posts: 173
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While symmetry is nice, I'd rather have the common case be something sensible (order of deaths and on death effects) than have it be consistent with rarer/more pathological situations. In particular, I don't even know what would happen *now* in your stones / spring example. Does it depend on the relative order of casting the springs and awaken the stones? Its not clear why this should be.
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Altren
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Post subject: Re: Complex cards and complex cases. Posted: Mon Jul 20, 2009 8:36 pm |
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Lead Developer |
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Joined: Mon Mar 31, 2008 9:55 pm Posts: 716 Location: Moscow, Russia
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Result depends only on order of springs creation: both heal and loosing HP in water happens at end of round, so first one spring heal everything around and loose 2hp, then second heal everything around (1st spring healed) and loose 2hp.
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TheFlashPoint
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Post subject: Re: Complex cards and complex cases. Posted: Thu Aug 13, 2009 7:06 am |
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Joined: Wed Jun 10, 2009 11:19 pm Posts: 55
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Some kind of visual change to bone fortress would be great. For example, make it transparent if it's going to die, leave it if it's not.
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cosmosiskwik
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Post subject: Re: Complex cards and complex cases. Posted: Thu Aug 13, 2009 7:23 am |
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Joined: Tue Jun 09, 2009 7:21 pm Posts: 76
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Or another thing that would be nice, is if there was some sort of number on each entity, to mark it's order of creation?
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Billiska
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Post subject: Re: Complex cards and complex cases. Posted: Tue Sep 01, 2009 4:31 pm |
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Joined: Sun Jun 07, 2009 10:35 pm Posts: 51
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Just a reminder. There's another card that needs detailed explanation - Draknor's chain. I noticed that it works differently from the beacon. This detail will be necessary for anyone who is trying to drawn opponent's creatures with the chain.
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